;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government of the same name.
^Allows settlers, monks and craftsmen to build fortresses.
^Allows settlers, monks and craftsmen to build rune stones.
^Allows settlers, monks and craftsmen to build royal highways.
^Allows settlers, monks and craftsmen to improve farmland.
^Increases the effect of churches.
^Increases the effect of brothels.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves the faith in our Lord!
^Free advance for first civ to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Returns to Valhalla after battle.
^Ignores enemy Zones of Control.
^Can attack from ships.
^Invisible to most enemy ships.
^Can attack air units.
^May be lost in high seas.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all areas as road.
^Defense +50% versus units with a movement factor of 2.
^Only Protestant governments can build.
^Can attack only once.
^Defense +100% versus air and missile units.
^Can spot enemy ships in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Royal Court
@PEDIAIMPROVE1
Their power and bureaucracies fragile, medieval kings didn't stay in one place very long. Medieval monarchies depended on the kings ability to raise armies for the defense. This meant to secure allegiances and taxes      from important lords and cities, settle disputes in person where they arose, and frequently, wage wars abroad. The Royal Court eliminates corruption and waste in the city, decreases it in all nearby cities, and can be quickly established in a new location, when necessary. 

@;Blacksmith
@PEDIAIMPROVE2
During the Iron Age, iron replaced bronze in implements and weapons. Iron, when alloyed with a bit of carbon, is harder, more durable, and holds a sharper edge than bronze. Smelting the iron ore, through a process known as blooming, blacksmiths could    produce relatively pure iron, which could then be hammered and 'wrought' into tools, horseshoes, armor and weaponry. A Blacksmith allows a city to produce Veteran ground units, and ground units to be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Granaries represent the capability of food storage of a town or city. Cities largely depended on the supply of food from their hinterland, from agriculture, or from hunting and fishing. During the middle ages, methods of food storage improved, as towns  and cities grew larger. The ravages of warfare made it of paramount importance of cities to keep their own stores, in case of bad harvests or sieges. With a granary, only half of city's food store is depleted when the city increases in size.

@;Church
@PEDIAIMPROVE4
As Christianity spread to northern Europe during Roman times, churches were built for the followers of Christ to gather and learn about the gospels. Churches quickly became not only centres of worship, but also of the church as an institution and        instrument of power. As Viking kings embraced Christianity in the 10th and 11th century, thousands of churches were built all over Scandinavia, introducing Christian reform.  A Church makes up to two discontented citizens content.

@;Royal Mint
@PEDIAIMPROVE5
A mint is a facility which manufactures coins for currency. The rise of minting and monetary society during the middle ages is closely related to the rise of royal power. Modelled on the imperial use of coin in Roman times, minting became a means for    kings to reinforce and exert their power, by allowing trade in their domains and ports only by their royal coin. Increases tax and luxury output by 50%.

@;Monastery (=Library)
@PEDIAIMPROVE6
Monasticism originated in early Christian ideals of asceticism, chastety and isolation from worldly desires. Early Christians would seek into the desert, to isolate in prayer. Later, complete monastic societies would be grounded on these ideals, devoted to peace, prayer, manual labor and 'sacred reading'. As monks and monastic orders specialized, urban monasteries became powerful centres of knowledge and learning, and of the recruitment of royal officials. Increases science output by 50%.

@;Dungeons
@PEDIAIMPROVE7
The authority of medieval kings often rested on their ability to guarantee the safety of their subjects, and keeping the roads safe for foreign merchants. As a visible sign of the king's justice, Dungeons decrease crime and corruption in a city with 50%, and makes the city less likely to be under the influence of enemy emissaries and bishops. Under Holy
Empire, one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Apart from the walls and fortifications left behind from Roman times, spared from barbarian invasions, fortified cities were not common in the early middle ages. Medieval lords based their defensive strategies on feudal responsibilities, mounted forces  and strategically positioned castles, rather than on expensive walled cities and the insecurity of corrupt city officials. City Walls may triple unit defenses versus ground attacks, but offer no protection from enemy briberies or propaganda.

@;Marketplace (=Aqueduct)
@PEDIAIMPROVE9
As the population of a city grew, the trade between farmers, artisans, and craftsmen who lived in the vicinity contributed importantly to the city's economy. As economic vitality grew, it soon became apparent that the best way for conducting trade within the city was to have a central location, or marketplace, where the people offering goods and services, or seeking them, could meet and conduct business. A Marketplace allows a city to increase beyond size 4.

@;Trade Guilds
@PEDIAIMPROVE10
Without the protection of feudal lords, the emerging new medieval class of merchants had no way to protect themselves or their property. Trade Guilds offered merchants the same privileges of protection and support provided by lords to their vassals, and by craft guilds to the members of a particular craft. Often these merchant guilds became very powerful, with fixed prices and arranged trade, which effectively monopolized trade in a city. Trade Guilds increase tax and luxury output by an additional 50%.

@;Cathedral
@PEDIAIMPROVE11
A Cathedral is a Christian church that serves as the central church of a bishopric. These great medieval constructions of architecture demanded the utmost of ressources and craftsmanship of medieval societies, and are often of a magnitude and splendour, that inspires awe still to this day. This manifest construction of faith inspires four unhappy citizens of a city to be content, and three after Feudalism.

@;Library
@PEDIAIMPROVE12
Early medieval libraries were located in monastic cloisters associated with scriptoria. 
Ancient greek, latin and arabic texts and manuscripts were carefully kept, translated and copied, to use for monastic services. Medieval books were valuable possessions, far too expensive for most people to own. The monastic library therefore constituted a vital institution for the distribution of knowledge, during the middle ages.       A Library increases science output by 50% (cumulative w/ Monastery).

@;Sewers
@PEDIAIMPROVE13
One of the byproducts of large urban centers is a vast amount of human waste. As a city continues to grow, steps need to be taken to move the sewage away from inhabited areas, to prevent sickness and death. The first Sewers originate in the middle ages, where the populations of large high medieval cities invariably would pose a threat to their health. Sewers eliminate pollution caused by population.

@;Brothel (=Colosseum)
@PEDIAIMPROVE14
Prostitution is often called 'the oldest profession in the world'. Brothels originate from 'sacred prostitution' of Ancient times, performed in honor of Gods of fertility. Throughout the Middle Ages, prostitution flourished all over Europe and brothels  were often run by municipalities. Augustine argued that while prostitution was an evil, it was a social necessity, and outlawing it would cause disrupted marriages. In this game, Brothels make three unhappy citizens content (four with Pilgrimage).

@;Manor (=factory)
@PEDIAIMPROVE15
Manors refer to the medieval division of the countryside into local jurisdictions, each subject to a lord, and a manor court governed by public law and local custom. Manors provided increased production efficiency in the exploit of land revenues, including tenancy systems, mills, bakeries, wine-presses and hunting privileges. As cities grew, they became increasingly dependant on products produced by rural manors. Manors increase resource production of a city by 50%.

@;Craft Guilds (=mfg plant)
@PEDIAIMPROVE16
As medieval cities grew, and demands for high quality goods increased, guilds evolved to become the primary organization of production, often with powerful influence on the affairs of the city. Medieval craft guilds were small business associations,     where each crafter was a self-employed artisan or part of a small craft shop, with ownership and control over the materials and tools required to produce their goods. Craft Guilds increase resource production by an additional 50%, cumulative with Manors.

@;Brewery (=SDI Defense)
@PEDIAIMPROVE17
According to medieval sources, the vikings had a strong habit for drinking. And so did the Gods of Valhalla. The most popular drink was mead, a strong, sweet drink brewed on honey, which was developed into wine as well as beer. Brewing techniques was    further improved by monks of the European monasteries, and to this day, some of the best beer is known as Abbey Ale. In this game, good ale is such appreciated by Thor, that a Brewery protects the city from the mayhem of his Hammer.

@;Hospital (=Recycling Center)
@PEDIAIMPROVE18
Medieval hospitals originate from monastic environments dedicated to studying the arts of medicine and surgery, inspired by strong Arab examples. Some were attached to monasteries, with care provided by monks and nuns. Others were founded specifically as leper hospitals, or served other functions such as almshouse for the poor, or hostel for pilgrims. A Hospital decreases the effect of pollution in a city.

@;Watermill (=hydro plant)
@PEDIAIMPROVE20
The technology of waterwheels was likely brought to Europe by pilgrims returning from the middle east. Watermills would power the bellows of smithies, which needed large amounts of power to produce the steel in strong demand for weaponry and armoury, and they quickly became in widespread use. A Watermill increases manorial output by 50%.

@;Treasury (=Nuclear Plant)
@PEDIAIMPROVE21
Not used. Increases manorial output by 50%.

@;Bank (=stock exchange)
@PEDIAIMPROVE22
As the need for investments by merchants and guilds became in demand, in the developing medieval economy, banking arose as a means of providing credit for overseas ventures. The trade guilds in the first place, were an answer to the problem of shared risk in business ventures, but banks would provide this service at a price, which made banking a business in itself. A Bank increases tax & luxuries output of a city by an additional 50%.

@;Paved Streets (=Sewer System)
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Wheelplough (=supermarket)
@PEDIAIMPROVE24
The major reason for ploughing is to incorporate the residue from the previous crop into the soil. Ploughing also reduces the prevalence of weeds in the fields, and makes the soil more porous, easing later planting. The invention of the heavy Wheelplough, pulled by horses instead of oxen, made possible the cultivation of larger areas of land, increasing the food produce significantly. A wheelplough allows squares in the city's radius with the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Courthouse (=superhighways)
@PEDIAIMPROVE25
Introducing strong judicial systems, medieval lords made clear their authority over domains plagued by robbers, thieves and highwaymen, setting examples for citizens and making the roads safe for travelling merchants. With a courthouse present in a city, all squares with roads (or royal highways) in the city's radius produce 50% more trade.

@;University (=Research Lab)
@PEDIAIMPROVE26
Universities are institutions of higher learning. Medieval universities were usually built in cities that had a large or important cathedral. Studies focused on interpretations of the gospels and other canon texts, law, rhetorics and philosophy. The     curricula quickly expanded, however, to include mathematics, medicine, classical art, literature, and languages. A University stimulates science output by 50%, cumulative with Monastery and Library for a grand total of 150%.

@;NOT USED (=SAM missile battery)
@PEDIAIMPROVE27
Units in city are doubled on defense against
intruders.

@;Coastal Fortress (=coastal fortress)
@PEDIAIMPROVE28
While inland castles provided an effective means of defense from raids, with their strong, mobile striking forces of armoured knights, coastal fortresses could provide a temporary refuge, manned by local thegns and peasants in times of attacks. A coastal fortress doubles the defense of units in a city, against raids from enemy ships.

@;Windmill (=Solar plant)
@PEDIAIMPROVE29
Medieval windmills were developed from the 12th century, apparently from technology gained by crusaders who came into contact with windmills in the Middle East. Common applications of windmills are grain milling, water pumping, threshing, and saw mills. A windmill increases manorial production by 50%.

@;Fishing Fleet (=Harbor)
@PEDIAIMPROVE30
Agricultural methods often being insufficient to feed cities, medieval coastal societies were often strongly dependant on the sea as a food reserve. A fishing fleet allows all ocean squares in the city's radius to produce one extra unit of food.

@;Harbor (offshore platform)
@PEDIAIMPROVE31
A Harbor allows a city to receive more ships and goods, and profit extensively from ocean-going trade. With ocean-going vessels designed primarily for trade, such as the cog with its larger cargo holds, coastal cities became vital marketplaces and entrance ports to inland markets. With a harbor, all ocean squares in the city's radius produce one additional shield.

@;NOT USED (=Airport)
@PEDIAIMPROVE32
Enables 1 unit per turn to be commissioned as papal delegate,
and sent between cities with Papal Courts.

@;Theatre (=Police Station)
@PEDIAIMPROVE33
Popular entertainment in the middle ages came in the form of travelling bards, musicians and comedians, sometimes hired by kings or lords to entertain at their courts. In the late middle ages, theatres became powerful public institutions, often funded by patron lords for the benefit of the people. A Theatre decreases unhappiness caused by troops away from city by 1.

@;Shipyard (=Port Facility)
@PEDIAIMPROVE34
As waterways were the predominant routes of trade and war during the middle ages, shipyards were vital investments. The superior workmanship put into manufacturing the ships capable of crossing oceans, demanded concentrations of skill and materials, and methods of passing on the knowledge through generations, by a system of apprenticeships. A Shipyard makes a city capable of producing veteran naval units, and any ship spending its entire turn in the city is completely repaired.

@;SS Structural (not in the game)
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Wealth
@PEDIAIMPROVE38
In times of scarcity and limited credit, accumulating the riches of trade and production could help fund construction ventures and foreign wars for medieval lords. Wealth converts production shields into trade, boosting an otherwise thin economy.

@;Great Marketplace (=Pyramids)
@PEDIAIMPROVE39
Dorestad, centrally placed on the banks of the Rhine, at the site of old Roman fortifications, with access to the North Sea as well as to the Rhine hinterland, came to be one of the most important and flourishing cities of Northern Europe during the     early middle ages, and a frequent subject of war between Frisians and Franks. A successful trading city, Dorestad also drew the attention of Vikings, who frequently raided the city. The Great Marketplace of Dorestad provides the owner with a Granary in every city.

@;Lindisfarne Gospels (=Hanging Gardens)
@PEDIAIMPROVE40
The Lindisfarne Gospels are a Latin edition of the gospels, produced on Lindisfarne in Northumbria in the early 8th century. It is regarded as the finest example of the unique style of Northumbrian religious art, combining Anglo-Saxon and Celtic themes. The Gospels are richly illustrated, and were encased in a fine leather binding covered with jewels. During the Viking raids on Lindisfarne, however, this original cover was lost.
The Gospels inspire one extra happy citizen in every city.

@;True Cross (=Colossus)
@PEDIAIMPROVE41
According to Christian legend, the True Cross is the cross upon which Christ was crucified. During the middle ages, pieces of the True Cross were a popular relic and religious commodity. So many churches claimed to possess a piece, that the splinters has been said to be able to fill a complete shipload of wood. The thriving trade in manufactured relics generated by the True Cross, adds one extra trade arrow for each city square that already produces one.

@;Viking Discoveries (=Lighthouse)
@PEDIAIMPROVE42
Viking longships and skilled seamanship allowed Viking chiefs to travel great distances and discover far away lands. The rugged sailors of the north travelled as far as Byzantium and Novgorod in the east, and their skills led to the discoveries and colonization of the Atlantic isles, Iceland, Greenland and North America in the west. The Viking Discoveries allow ships to move in high seas without danger of sinking, and all new ships produced receive veteran status.

@;Temple of Odin (=Temple of Odin -works until Theology)
@PEDIAIMPROVE43
The origins of the Ase Cult in the North are mythical. Odin and the other Gods of Valhalla appear to have been worshipped and sacrificed to as late as the 11th century. The temple of Odin near Uppsala is referred to by the Christian chronicler Adam of    Bremen, who was horrified by human sacrifices there. Later Uppsala would be a centre for the spread of Christianity in the North. Until the discovery of Theology, Odin's temple freely provides all advances already discovered by two other civilizations.

@;Heroic Epic (=Oracle)
@PEDIAIMPROVE44
The Epic of Beowulf, the Song of Roland, tales of King Arthur and Camelot, and of the Icelandic Edda, tell of worlds past and the struggle of Gods and men. With christianity, pagan myths and epic tales were written  down by monks. They create the fabric that merge pagan beliefs into christian and feudal society. Heroic deeds, romance, fate and destiny, and the honor of kings, thegns and knights, are important themes in medieval epics. The Heroic Epic doubles the effect of all your churches.

@;Burghal Hidage (=Great Wall)
@PEDIAIMPROVE45
In response to the Danish invasions, Alfred the Great devised a system of defense, that paved the way for English feudalism. Fortifications were built throughout his possessions, nowhere with more than 20 miles to the nearest refuge in case of raids. The 'burgh's were manned by local thegns and peasants, trained as soldiers, still able to tend their farms in times of peace. The Burghal Hidage provides every city with walls, forces enemies to offer peace, and doubles combat strength against barbarians.

@;Danevirke (=Sun Tzu's War Academy)
@PEDIAIMPROVE46
Danevirke is the earthen defenses, which stretches from the swampy moors of west Jutland to Hedeby in the east. Initiated by the Danish King Godfred in the 8th century, Danevirke was enforced with palisades and    walls, and used by kings as a gathering point for Danish military excursions and crusades, in particular against the Slavic peoples of the Baltic region. Any ground unit produced gains Veteran status. All units which win a combat become Veterans.

@;Weylands Smithy
@PEDIAIMPROVE47
Weyland is the mythical smith-god associated with Saxon as well as Norse mythology. Weyland forged the sword Balmung, and the armour in which Beowulf fought the troll Grendel. His name is particularly          associated to a prehistoric burial mound in Oxfordshire. According to legend, a horse left there overnight with a small silver coin (a groat) would be shod by morning. Every resource square within range of Weylands Smithy produces an extra shield.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Papal Reform (=Michelangelo's Chapel)
@PEDIAIMPROVE49
Since the papal corronation of Charlemagne, the Christian church has been a fundamental source of dynamic change in European history. During the middle ages, the ever-changing relations between worldly      and ecclesiastical powers would often result in violent conflicts, only resolved through the constant reform and revival of the Christian church, introducing and establishing a wide number of religious and judicial institutions. Papal Reform counts as a Cathedral in each of your cities.

@;Book of Fires (=Copernicus' Observatory)
@PEDIAIMPROVE50
The Book of Fires ('Liber Ignum') is a six-page tract by the medieval alchemist Marcus Graecus. It describes 35 incendiary alchemical recipes, including a formula for explosive black powder. The latin version of this pamphlet did not appear before 1280  or 1300 and may have originated around that time, although the claim has been made that it was an expanded translation of a more ancient Arabic or Greek text. The city keeping the Book of Fires increases its science output by 50%.

@;Road to Byzantium (=Magellan's Expedition)
@PEDIAIMPROVE51
The trade routes opened up by the vikings via the great rivers of Eastern Europe enabled the goods and riches of the Byzantine empire and the middle east to flow into the Baltics and Scandinavia, and from here into    Western Europe. This trade benefited the vikings in particular as traders and raiders. In this scenario, the civilization who controls the Road to Byzantium in Kiev gains a +2 movement bonus for all ships.

@:Sistine Chapel (=Shakespeare's Theatre)
@PEDIAIMPROVE52
During the middle ages, widespread decorations of the interior of churches and cathedrals made popular the story and message of the gospels to common people, who did not read, write or understand latin. As such, The Sistine Chapel is one of the most     famous artistic treasures of the Catholic church. Its famous decorations by Michelangelo marks a high end point in the development of medieval arts and religious decoration. All unhappy citizens in city are content.

@;Bayeux Tapestry
@PEDIAIMPROVE53
In 1066 AD, few centuries after the Norse chief Rollo was granted the fief of Normandy, his descendant Duke William set sail to claim the English throne. The viking era had come full circle. Dynastic wars  conducted with great feudal armies had replaced the terror of the viking raids. The Bayeux Tapestry recounts these events - it presents a unique visual document of medieval arms and warfare - and replaces all your obsolete units with the latest in military innovation.

@;Magna Carta (=J.S. Bach's Cathedral)
@PEDIAIMPROVE54
The Magna Carta, written in 1215, is an English charter which limited the power of English kings from absolute rule. Magna Carta guaranteed certain political liberties and contained clauses providing for a church free from domination by the monarchy,    reforming law and justice, and controlling the behaviour of royal officials. It is the first step in the long history leading to the rule of constitutional law. Magna Carta decreases unhappy citizens on the same continent by two citizens per city.

@;Bedes Anno Domini (=Isaac Newton's College)
@PEDIAIMPROVE55
In the 8th century, the Anglo-Saxon monk Bede introduced the custom of Anno Domini dating to Northumbria. With this system, he was able to write the history of seven Anglo-Saxon kingdoms with overlapping regnal years, introducing a chronology of history, which set the standard for historians of centuries to come. It was later adopted by the Frankish court, which popularized its usage, and facilitated the work of chroniclers all over Europe. Bede's Anno Domini doubles science output of city.

@;Danelaw (=Adam Smith's Trading Co.)
@PEDIAIMPROVE56
As viking settlements in England expanded, the area under control by the Danes became known as the Danelaw, formally the terms of peace established between Alfred the Great and the Danish king Guthrum, as a result of the Treaty of Wedmore in the late 9th century. The Danelaw specified legal terms, as well as fixed taxes paid in tribute to viking chiefs, also known as Danegeld. The Danelaw pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.

@;First Crusade (=Darwin's Voyage)
@PEDIAIMPROVE57
In 1095 AD, Pope Urban II forged the idea of a Crusade, with the aim of conquering Jerusalem and the Holy land. Amazingly, the First Crusade succeeded, against all odds. The sudden attack by disorganized Christian armies of knights and bands of fanatical pilgrims took Muslim armies by complete surprise. Its unexpected success led to a flurry of religious, academic and technological innovation, and spawned successive crusades. The First Crusade awards two immediate civilization advances.

@;Charlemagnes Legacy (=The Statue of Liberty)
@PEDIAIMPROVE58
Charlemagne's achievements mark a watershed in the history of medieval Europe. As king of the Franks 768-814 AD, he consolidated a large portion of Europe under his rule, promoted learning, and instituted innovative administrative concepts. Although it  would not outlast his sons, his empire forged European history. Charlemagne's Legacy eliminates anarchy, and allows any form of government, even if the proper advance has not been discovered.

@;Althing (=The Eiffel Tower)
@PEDIAIMPROVE59
Founded at Thingvellir in 930 AD, Icelands Althing is one of the oldest parliaments in the world. The members gathered in the open air to listen to the law which was recited while standing on the 'lgberg' (the Law Rock). These meetings were followed by celebrations. The Althing improves your diplomatic relations with other civilizations. Attitudes improve gradually over time, and other civilizations are quicker to forget past transgressions.

@;Crusading Zeal (=Women's Suffrage)
@PEDIAIMPROVE60
Crusaders, like pilgrims, swore a holy vow, to be fulfilled by undertaking a journey to the holy land, and were granted indulgences for their deeds. Each crusader bore a cloth cross, and this 'taking of the cross' quickly became popular among European   knights. Restless bands of youthful warriors now found a legitimate outlet for their violence, that otherwise plagued medieval societies. This 'Crusading Zeal' decreases unhappiness by troops away from cities with one per city.

@;Great mining guild (=Hoover Dam)
@PEDIAIMPROVE61
The medieval search for metals, for the production of arms, armour, tools, horseshoes, coin and crafted goods led to an outright revolution in mining and mining techniques during the middle ages, that eventually introduced innovative technologies to medieval society, such as the waterwheel, that dramatically increased production capacity. The Great Mining Guild provides a 50% increase in production efficiency for all cities that has a manor.

@;Blood Sacrifices (=manhattan project)
@PEDIAIMPROVE62
Sacrifice played an important role in early medieval religion, often associated with pagan practices before Christianity. Often livestock, weapons of great value - or ships - would be sacrificed. The German chronicler Adam of Bremen horrified reported of even human sacrifice among the heathens, to bond men and Gods. Blood Sacrifices allows Viking priests to summon the destructive power of Thor's Hammer. The construction of Hammers is obsoleted by Baptism.

@;Great Reliquary (=United Nations)
@PEDIAIMPROVE63
The Great Reliquary puts on such a display of religious fervour, vigour and wealth, that the king building this collection of religious artefacts, receives a number of benefits from the papacy. You receive free embassies with all other civilizations, and your enemies cannot refuse your peace treaties, as they are backed by the papacy. As a Holy Empire, you can declare war 50% of the time (crusading missions).

@;Stonehenge (=Apollo Program)
@PEDIAIMPROVE64
Stonehenge is a Neolithic and Bronze Age monument located near Salisbury in Wiltshire, in Southern England. It has been interpreted as a site of ritual as well as an astronomical calendar, precisely predicting the change of seasons, vital for early     agricultural society. Ancient monuments were surrounded by considerable mystery during the middle ages as well as they are today, subject to speculation and myth.

@;95 Theses (=SETI Program - not used)
@PEDIAIMPROVE65
Counts as a print shop in every one of your cities; effectively
doubles your science output.
^

@;Dante's Divine Comedy (=cure for cancer)
@PEDIAIMPROVE66
The Divine Comedy, written by Dante Alighieri between 1265 and his death in 1321, is widely considered the greatest epic poem of Italian literature, and one of the greatest of world literature. Dante's Divine Comedy takes the reader for a journey through the worlds of the Christian afterlife; Inferno (Hell), Purgatorio (Purgatory) and Paradiso (Heaven). Securing this classic of medieval literature makes one extra citizen happy in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Government
^The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
^Tribal Kingdoms, Monarchies, and Republics and  regimes
allow you to expand rapidly, to produce and sustain large
numbers of military units, and to control your
affairs completely.
^
^Feudalisms and Holy Empires, on the other hand, enjoy the
benefits of large, hardworking populations, which can
increase your wealth and knowledge rapidly. On the other
hand, your citizens may grow discontent when you send military
units out of your cities; also, the landbased nobility
may try to interfere in your conduct of foreign affairs.
^
^To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Tribal Kingdom, except that the corruption
rate is VERY HIGH (see entry for Tribal Kingdom).  However, no
taxes are collected during a period of Anarchy, and no
research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Tribal Kingdom
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Tribal Kingdom has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
In a Tribal Kingdom, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of a Tribal Kingdoms high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit beyond the sixth costs one shield per turn.
Settlers eat 2 food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
In a Republic, merchant guilds have full control of
the economy. Your cities, therefore, experience no
corruption.
^
^SPECIAL
All Assassin units produced under Republic governments are
given VETERAN status.  In a republic, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Republic is best for small but prosperous tribes which need
to maintain a large military.  Use your powerful assassins to
steal techs from your competitors.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Protestantism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat 2
food per turn.
^
^HAPPINESS
In a Protestant nation, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Protestant kingdoms has a LOW rate of corruption.
However, Protestantism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Churches, Cathedrals, etc.)
pay "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "dirty operations" committed by
your Bishops and Assassins are reduced.
Under Protestantism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Protestantism eliminates all happiness problems and provides
an excellent revenue. Tech research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Feudalism
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat 2
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become discontent.
^
^CORRUPTION AND WASTE
Feudalisms enjoy a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under Feudalism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to Feudalism can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Holy Empire
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat 2
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Holy Empires experience NO corruption or waste.
^
^SPECIAL
Under Holy Empire, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of the Holy Empire are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Holy Empires can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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